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Definitions
WHAT IS A GAME?
A game is a closed, formal system that engages
players in structured conflict, and resolves in an
unequal outcome.
Games
are voluntary
have goals
have conflict
have clear rules
can be won or lost
are interactive
are challenging
espouse their own
internal value
engage players
are closed, formal
systems
Story
Mechanics
Technology
Less visible
Story Elements
Characters
Plot
Tension
Resolution
...and envision multiple potential outcomes!
Satisfaction at Work
45% are satisfied with their jobs
32% seriously considering leaving their jobs
70% are not engaged or actively disengaged
Self-Determination Theory
Three intrinsic needs
Competence
Autonomy
Relatedness
Activity
Strategy
Immersion
Physical presence
Emotional presence
Narrative presence
Authenticity
Massively Multiplayer
Online Game (MMOs)
Autonomy satisfaction
Open World Structure (increases what if thinking)
Design your own character
Choose among many professions
Explore a large and varied landscape
Competence satisfaction
Variety of challenges to choose from (very easy to very difficult)
Possibilities to exercise your skills at varying intensity
Accomplishments are cumulative
Relatedness satisfaction
Filled with people
Opportunities for fun and cooperation
Social benefits
Social skills and prosocial behavior
Can bring families closer
Zombie Fluxx
Ever-changing rules
Ungoal
Discussion
GAMES YOUVE
LEARNED FROM
Tell us about a game you have played and learned from.
Definitions
WHAT IS GAMIFICATION?
Gamification is the use of game thinking and game
mechanics in non-game contexts to engage users in
solving problems and increase users self contributions.
Activity
TRUE OR FALSE?
When to Gamify
Encourage learners
Motivate action
Influence behavior
Drive innovation
Skill building
Knowledge acquisition
Applying Self-Determination
Theory to Gamification
Meaningful choices
Simple steps, simple to complex
Celebrate mastery through rewards
Opportunities to share positive outcomes
Types of Gamification
STRUCTURAL
Applies game elements
to content
Content doesnt change
CONTENT
Applies game elements
Alters content to
become more game-like
Structural Gamification
Affordances
Clear goals
Incremental goals and rewards
Progression
Real-time feedback
Transparency
Status
High stakes/challenge
Time
Structural Gamification
Game Elements
Rules
Reward structures
Leaderboards
Points
Currency
Badges
Leveling up
Social sharing
Content Gamification
Story
Challenge
Curiosity
Character
Interactivity
Feedback
Freedom to fail
Puzzle solving
Exploring
Helping
Role Playing
Activity
MATCH IT!
Find examples for types of game activities and match
them to Blooms Taxonomy
Best Practices
Go beyond traditional learning
Make it fun!
Collaborate with others
Add in positive feedback
Learn by example
Gamification of Business
Gamification in training
Gamification in recruitment
Gamification in other workplace contexts
Considerations in gamifying business:
Do not confuse activity with success
Think of the audience as players, not puppets
Clearly identify the business objectives
Design for player-centricity
Gamification Criticism
The word gamification
Lack of awareness of long-term negative impact
Short-term failure in 80% of businesses
Gamifying Innovation
Gamifying Q&As
Gamifying Email
Gamifying ePortfolios
Gamification of Fitness
Get Up & Move! (Lve-toi et bouge!)
Fitocracy
Zombies, Run!
Fitocracy
Zombies, Run!
Activity
TRUE OR FALSE
Activity
WHAT ELSE?
Tell us about other examples of gamification
you have experience or have heard of.
Discussion
INSTITUTE OF PLAY
Would you register your child in a similar school?
Authors
Karl Kapp
Jane McGonigal
Adam Penenberg
Scott Rigby
Richard M. Ryan
Jesse Schell
Gabe Zichermann
Recommended Readings
Play at Work
The Gamification of Learning
and Instruction Fieldbook
The Art of Game Design
Glued to Games
Gamification of Learning
References
20 killed in kites flying festival in Pakistan. (2005, February 7). The China Daily.
Retrieved November 30, 2014, from http://www.chinadaily.com.cn/english/doc/200502/07/content_415871.htm
Andersen, P. (2012, April 24). Classroom Game Design. Retrieved November 30, 2014,
from http://tedxtalks.ted.com/video/TEDxBozeman-Paul-Andersen-Class
Burke, B. (2013). The gamification of business. Forbes. Retrieved from
http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/
Denny, J. (2014, November 1). Gamification: Intrinsic Motivation for Lasting
Engagement. eLearning Industry. Retrieved November 30, 2014, from
http://elearningindustry.com/gamification-intrinsic-motivation-lasting-engagement
Gamification. (2014, November 29). Wikipedia. Retrieved November 30, 2014, from
http://en.wikipedia.org/wiki/Gamification
Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video games.
American Psychologist, 66-78.
References
Harvey, F. (2013, August 13). Facebook game Fraxinus targeted at beating
ash dieback. The Guardian. Retrieved December 1, 2014, from
http://www.theguardian.com/environment/2013/aug/13/ash-dieback-facebookfraxinus-game
Hixson, Kate. (2013, October 17). How To Gamify Your Classroom. Edudemic. Retrieved
December 1, 2014, from http://www.edudemic.com/how-to-gamify-your-classroom/
Institute of Play (2014). About. Retrieved from http://www.instituteofplay.org/about/
Kapp, K. (2014, March 19). Gamification: Separating Fact From Fiction.
Retrieved November 30, 2014, from http://www.clomedia.com/articles/gamificationseparating-fact-from-fiction
Kapp, K. (2014, October 9). Gamification of Learning. Lecture conducted from
Lynda.com.
Kapp, K. (2014). The gamification of learning and instruction fieldbook ideas into
practice. San Francisco, CA: Wiley.
References
Kuo, I. (2014, November 10). If You Run, You Dont Get Eaten: A Study on Workout
Gamification. Retrieved November 30, 2014, from
http://www.gamification.co/2014/11/11/run-dont-get-eaten-study-workoutgamification/
LA Noire: Official Story Trailer. (2011, January 24). Retrieved November 30, 2014,
from https://www.youtube.com/watch?v=skAkfQr3e-4
Lardinois, F. (2014, February 18). Duolingo Raises $20M Series C Led by Kleiner
Perkins To Dominate Online Language Learning. TechCrunch. Retrieved November 30,
2014, from http://techcrunch.com/2014/02/18/duolingo-raises-20m-series-c-roundled-by-kleiner-perkins-wants-to-dominate-online-language-learning/
M. Duvernet, A., & Popp, E. (2014). Gamification of Workplace Practices. The
Industrial-Organizational Psychologist, 52(1), 39-43. Retrieved November 30, 2014,
from http://www.siop.org/tip/july14/521final.pdf
Marshall, K. (2013, June 5). 5 Best Practices for Incorporating Games into
Training Courses. eLearning Industry. Retrieved November 30, 2014, from
http://elearningindustry.com/5-best-practices-for-incorporating-games-into-trainingcourses
Nicholson, S. (2012, June). A User-Centered Theoretical Framework for Meaningful
Gamification. Paper presented at Games+Learning+Society 8.0, Madison, WI.
References
Penenberg, A. (2013). Play at work: How games inspire breakthrough thinking.
New York: Portfolio.
Rauch, M. (2012, October 6). Gamification is here: build a winning plan! Retrieved
from http://slideshare.net/MartaRauch/gamification-is-here-build-a-winning-plan
Rigby, S., & Ryan, R. (2011). Glued to games: how video games draw us
in and hold us spellbound. Santa Barbara, California: ABC-CLIO.
Schell, J. (2008). The art of game design: A book of lenses. Amsterdam:
Elsevier/Morgan Kaufmann.
Shukla, R. (2014, January 11). Jaipur youth to help save birds during kite festival.
The Times of India. Retrieved November 30, 2014, from
http://timesofindia.indiatimes.com/life-style/people/Jaipur-youth-to-help-save-birdsduring-kite-festival/articleshow/28640391.cms
Steinkuehler, C. (2013, October 28). Games as Third Places.
Video games and Learning. Lecture conducted from Coursera.org.
https://class.coursera.org/videogameslearning-001/wiki/week-three
The Real Work of a 21st Century Education. (n.d.). Retrieved December 7, 2014,
from http://www.instituteofplay.org/about/
References
The Red Lipstick Murder: Real Crime Stories of 1947 Los Angeles that Inspired
L.A. Noire Cases. (2011, March 11). Retrieved November 30, 2014, from
http://www.rockstargames.com/newswire/article/14351/the-red-lipstick-murder-realcrime-stories-of-1947-los-angeles-t.html
Third place. (2014, November 29). Wikipedia. Retrieved November 30, 2014,
from http://en.wikipedia.org/wiki/Third_place
Von Ahn, L. (2011, April). Massive-scale online collaboration. TED.
Retrieved November 30, 2014, from
http://www.ted.com/talks/luis_von_ahn_massive_scale_online_collaboration